Frikbots & Skins
Moderator: InsideQC Admins
69 posts
• Page 1 of 5 • 1, 2, 3, 4, 5
Frikbots & Skins
Does anyone know how to give custom skins to Frikbots?
When I spawn them in QW the always use the base skin.
When I spawn them in QW the always use the base skin.
Welcome to the Overlook Hotel: The-Overlook-Hotel.game-server.cc
-

redrum - Posts: 410
- Joined: Wed Mar 28, 2007 11:35 pm
- Location: Long Island, New York
First, you'll need a player.mdl with some different skins on it. Second, look for BotName in bot_misc.qc. Just stick in some self.skin = X where X is the skin number.
-

Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
CheapAlert wrote:quakeworld doesn't use the player.mdl skin hack
...It doesn't?
God, I loathe QuakeWorld. :/
-

Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
You need to change this code found in bot_qw.qc:
Good luck!
- Code: Select all
// FIXME: do teams properly
// note this has no effect on infokey
WriteByte(2, 92 ); // \
WriteByte(2, 115); // s
WriteByte(2, 107); // k
WriteByte(2, 105); // i
WriteByte(2, 110); // n
WriteByte(2, 92); // \
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 115); // s
WriteByte(2, 101); // e
WriteByte(2, 92); // \
Good luck!
- FrikaC
- Site Admin
- Posts: 1026
- Joined: Fri Oct 08, 2004 11:19 pm
First a disclaimer:
1) My only real experience in QW modding is from my stupid QW speedmod, FishQuake.
2) I'm not actually looking at the FBX code right now, just working from FrikaC's post, thusly I have no way of actualy checking wheter or not this will work.
3) I am a muppet.
That said:
So if you want one bot to use skin 'foo', you'd do:
Taking this further you could try this:
(And so on..)
Of course, I could be wrong. =)
1) My only real experience in QW modding is from my stupid QW speedmod, FishQuake.
2) I'm not actually looking at the FBX code right now, just working from FrikaC's post, thusly I have no way of actualy checking wheter or not this will work.
3) I am a muppet.
That said:
- Code: Select all
97 a 104 h 111 o 118 v
98 b 105 i 112 p 119 w
99 c 106 j 113 q 120 x
100 d 107 k 114 r 121 y
101 e 108 l 115 s 122 z
102 f 109 m 116 t
103 g 110 n 117 u
So if you want one bot to use skin 'foo', you'd do:
- Code: Select all
WriteByte(2, 92 ); // \
WriteByte(2, 115); // s
WriteByte(2, 107); // k
WriteByte(2, 105); // i
WriteByte(2, 110); // n
WriteByte(2, 92); // \
WriteByte(2, 102); // f
WriteByte(2, 111); // o
WriteByte(2, 111); // o
WriteByte(2, 92); // \
Taking this further you could try this:
- Code: Select all
WriteByte(2, 92 ); // \
WriteByte(2, 115); // s
WriteByte(2, 107); // k
WriteByte(2, 105); // i
WriteByte(2, 110); // n
WriteByte(2, 92); // \
if (somenumber == 0)
{
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 115); // s
WriteByte(2, 101); // e
}
else if (somenumber == 1)
{
WriteByte(2, 102); // f
WriteByte(2, 111); // o
WriteByte(2, 111); // o
}
else if (somenumber == 2)
{
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 114); // r
}
WriteByte(2, 92); // \
(And so on..)
Of course, I could be wrong. =)
-

Supa - Posts: 164
- Joined: Tue Oct 26, 2004 8:10 am
Another step to take that to would be to make use of string manipulation stuff in newer engines
but of course that's probably not desirable because backwards compatibility would be shot
If it's not an issue then you could rather easily write a function that iterates through every letter in the skin and substitues it for the number and does the writebyte accordingly.
What a hassle!
but of course that's probably not desirable because backwards compatibility would be shot
If it's not an issue then you could rather easily write a function that iterates through every letter in the skin and substitues it for the number and does the writebyte accordingly.
What a hassle!
Benjamin Darling
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
- Electro
- Posts: 312
- Joined: Wed Dec 29, 2004 11:25 pm
- Location: Brisbane, Australia
Jesus is a crank. He will use a hack like totally different models.
http://en.wikipedia.org/wiki/Crank_%28person%29
http://en.wikipedia.org/wiki/Crank_%28person%29
- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 am
Supa wrote:First a disclaimer:
1) My only real experience in QW modding is from my stupid QW speedmod, FishQuake.
2) I'm not actually looking at the FBX code right now, just working from FrikaC's post, thusly I have no way of actualy checking wheter or not this will work.
3) I am a muppet.
That said:
- Code: Select all
97 a 104 h 111 o 118 v
98 b 105 i 112 p 119 w
99 c 106 j 113 q 120 x
100 d 107 k 114 r 121 y
101 e 108 l 115 s 122 z
102 f 109 m 116 t
103 g 110 n 117 u
So if you want one bot to use skin 'foo', you'd do:
- Code: Select all
WriteByte(2, 92 ); // \
WriteByte(2, 115); // s
WriteByte(2, 107); // k
WriteByte(2, 105); // i
WriteByte(2, 110); // n
WriteByte(2, 92); // \
WriteByte(2, 102); // f
WriteByte(2, 111); // o
WriteByte(2, 111); // o
WriteByte(2, 92); // \
Taking this further you could try this:
- Code: Select all
WriteByte(2, 92 ); // \
WriteByte(2, 115); // s
WriteByte(2, 107); // k
WriteByte(2, 105); // i
WriteByte(2, 110); // n
WriteByte(2, 92); // \
if (somenumber == 0)
{
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 115); // s
WriteByte(2, 101); // e
}
else if (somenumber == 1)
{
WriteByte(2, 102); // f
WriteByte(2, 111); // o
WriteByte(2, 111); // o
}
else if (somenumber == 2)
{
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 114); // r
}
WriteByte(2, 92); // \
(And so on..)
Of course, I could be wrong. =)
You are absolutely correct. As far as actual implementation, somenumber can be self.b_num, which is the bot template number for names & colors. Also, if you want to make the code FrikQCC/fteqcc specific you can use single quoted letters instead of the ascii-code.
- FrikaC
- Site Admin
- Posts: 1026
- Joined: Fri Oct 08, 2004 11:19 pm
69 posts
• Page 1 of 5 • 1, 2, 3, 4, 5
Return to Artificial Intelligence
Who is online
Users browsing this forum: No registered users and 1 guest